Maps

Maps are assembled at mission start rather than hand-placed. Each level ships a fixed set of chests plus a pool of empty loot slots, and the generator fills a number of those slots that depends on how many players are in the run.

Map Placed chests Loot slots Solo total Four-player total Bonus XP Unlocked by
Area 41 30 147 81 91 150 THE GREAT MARAUDER SECRET
Canyon 40 85 91 101 150 Available from the start
Desert 19 82 70 80 Available from the start
Far Far North 50 126 101 111 THE PAPA MARQUETTE 1225
Far West 44 88 95 105 Available from the start
Hellfire 67 105 118 128 150 THE EVILEST OF ALL EVIL OF DARKNESS
Jungle 85 110 136 146 THE PAPA MARQUETTE FILES
Woodlands 25 119 76 86 150 TO THE WOODLANDS WE GO!

Points of interest

Every map has twelve interest slots, thirteen on Hellfire. The generator fills two of them with machines drawn from a pool of three, then rolls a 30% chance to place the third. So on any map, in any run:

The three are the Anvil, the Refiner and the Copy Press. No map favours any of them: the pool lives on the generator's defaults and no map overrides it.

Where the numbers come from

Placed chests and loot slots were counted by listing the actors saved in each level file. Generated chests come from BP_Manager_MapGenerator.F_SpawnLootChests, which shuffles the loot slots and fills them up to the value of the curve C_PlayerAmount_LootChests. The loop is inclusive of its bound, so it places one more chest than the curve value.

Redwood has a level file and loot slots but no row in the map table, so it cannot currently be selected. It may be unreleased content.

Saloon is the hub rather than a mission map, so it has no chest census.